Month: January 2017


  • Call: Hypertext 2017 – 28th ACM Conference on Hypertext and Social Media

    Call for Papers 28th ACM Conference on Hypertext and Social Media 2017 (HT2017) July 4 – 7, 2017, Prague, Czech Republic https://ht.acm.org/ht2017/ Abstract submission for main proceedings: February 3, 2017 The ACM Conference on Hypertext and Social Media (HT) is a premium venue for high quality peer-reviewed research on theory, systems and applications for hypertext and social media. It is concerned with all aspects of modern hypertext research, including social media, adaptation, personalization, recommendations, user modeling, linked data and semantic web, dynamic and computed hypertext, and its application in digital humanities, as well as with interplay between those aspects such…

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  • Inside Ford’s virtual reality labs

    [This story from TriplePundit provides a clear, layperson’s explanation of the many ways virtual reality (and presence) can improve the design, engineering and manufacturing of products, along with the lives of those involved in these processes. –Matthew] [Image: Immersive virtual reality uses a 23-camera motion-capture system and head-mounted display to virtually immerse an employee in a future workstation. Credits: 1) Ford (for press use only); 2) Courtesy of author.] Inside Ford’s Virtual Reality Labs By Phil Covington on Friday, Jan 13th, 2017 These days the buzz in the auto industry is all about autonomous vehicles and the future of personal…

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  • Call: Equitable Access to Interaction with Mobile-based Virtual and Augmented Reality Systems (EquiVAR) at IEEE VR 2017

    2017 IEEE VR Equitable Access to Interaction with Mobile-based Virtual and Augmented Reality Systems (EquiVAR) Saturday (afternoon), March 18, 2017 http://equivar.gameresearchlab.org Organized in conjunction with the IEEE Virtual Reality 2017 – Los Angeles, California on March 18-22, 2017, http://ieeevr.org/2017/ Abstract submission: February 3, 2017 Submission Deadline: February 5, 2017 DESCRIPTION Virtual and augmented reality technologies and their applications in education, engineering, healthcare, and entertainment offer potentially unprecedented benefits to society. Thus, it is important for the research community to address social and economic imbalances so that people from diverse backgrounds have similar opportunities when it comes to accessing and using…

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  • Telepresence robots let people explore cultural venues without really going

    [This story from CNET makes clear the value of being ‘present’ in a museum via telepresence robot, with the second half providing the author’s impressions of the experience; see the original story for several more pictures. Google’s Arts & Culture resources provide a more limited but still presence-evoking experience of many cultural treasures (e.g., as a clock collector and enthusiast I’d like to visit the (U.S.) National Watch and Clock Museum in Columbia, Pennsylvania in person but I can ‘visit’ via Google. –Matthew] [Image: My virtual experience in the museum was comparable to my real-life visit. Photo by James Martin/CNET.]…

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  • Call: Researching the Transgressive Aspects of Gaming and Play (Media Mutations 9 pre-conference)

    Call for Abstracts Researching the Transgressive Aspects of Gaming and Play (Media Mutations 9 pre-conference) Bologna, Italy May 22, 2017 Abstracts deadline: February 15, 2017 Diverting from a focus on games and gaming, game studies currently pays growing attention to play, playfulness, and play practices. The idea that games and play are about the fun and the safe has repeatedly been challenged from different angles. While the average game experience is often characterized by failure and frustration related to increasingly difficult challenges, children’s play often change from laughter to crying in a heartbeat, and playfulness is at the core of…

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  • The making of virtually real art with Google’s Tilt Brush

    [This story from The New York Times provides an interesting look at the development and early-days potential of Google’s Tilt Brush technology and virtual art generally; see the original for more images and two videos. –Matthew] [Image: Roz Chast’s cartoon made with Tilt Brush. Credit: Google] The Making of Virtually Real Art With Google’s Tilt Brush By Frank Rose January 4, 2017 SAN FRANCISCO — In 1949, a Life magazine photographer named Gjon Mili made a pilgrimage to the French Riviera to see Pablo Picasso. Mili had come up with a way to photograph trails of light, and he wanted to…

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  • Job: Assistant Prof for Emerging Media Design and Development, Ball State University

    Assistant Professor for Emerging Media Design and Development, Department of Journalism Ball State University Muncie, Indiana, USA http://cms.bsu.edu/about/administrativeoffices/humanresources/employopp/public/faculty/colcomminformedia/104330-assistant-professor-for-emerging-media-design-and-development-department-of-journalism Application deadline: January 31, 2017 Ball State University is inviting applications for a tenure-track assistant professor position, with an emphasis in human-computer interaction, programming for digital media, user experience, and emerging media design and development available August, 2017, in the ACEJMC-accredited Department of Journalism. MAJOR RESPONSIBILITIES:  The successful candidate will be expected to teach courses in the Emerging Media Design & Development Center’s Master’s degree program.  Assigned course topics in human-computer interaction may include theories and frameworks in HCI, usability and user-experience…

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  • Enter a psychedelic virtual forest in Treehugger: Wawona

    [The installation described in this story from Alphr (where it includes more pictures and a 0:23 minute video) looks like an intriguing, and even important, presence project. –Matthew] Enter a psychedelic virtual forest in Treehugger: Wawona Open at the Southbank Centre today, Treehugger: Wawona combines VR and physical set design to create a virtual giant sequoia by Thomas McMullan Unless you happen to be 80 metres tall, have a circumference of 30 metres and have lived for 2,500 years, giant sequoias will make you feel small. These vast trees exist on the western slopes of the Sierra Nevada mountains in…

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  • Call: Communicating with Machines: Interventions with Digital Agents – ICA 2017 Pre-Conference

    Call for Papers Communicating with Machines: Interventions with Digital Agents International Communication Association (ICA) Pre-Conference May 25, 2017 in San Diego, CA (8:30 – 16:00) San Diego Hilton Bayfront (on-site) https://hmc2017.wordpress.com) Submission deadline: January 31, 2017 Digital interlocutors are increasingly standing in for humans in communication contexts. This pre-conference focuses on communication with and between humans and digital interlocutors that has the potential to engage, alter, and disrupt “normal” events, practices, and phenomena. We invite scholars from across ICA’s divisions and a variety of epistemological and methodological backgrounds to discuss their work related to Human-Machine Communication (HMC) interventions, which encompasses…

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  • Disney’s multiplane camera, an innovation in illusion

    [I’ve often thought it’s amazing that we feel empathy for animated characters and stories; here’s a post from the (excellent) Kottke.org blog about the invention 80 years ago of the multiplane camera and how it helped enable this element of social presence. The original post includes a 7:20 minute video. –Matthew] [Image: Walt Disney, center, with Bob Gibeaut, left, head of the camera department, and Bob Broughton, in front of multiplane camera. Source: Los Angeles Times.] Disney’s multiplane camera, an innovation in illusion posted by Jason Kottke   Jan 05, 2017 In a short film shot in 1957, Walt Disney described…

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  • Job: PhD position in novel 3D formats – Interact Lab, Sussex University

    PhD position at Interact Lab, Sussex University Applications due February 21, 2017 A fully-funded PhD position (£14,296 tax free stipend plus a fee waiver to the UK/EU amount for 3.5 years) is available in the Interact Lab (School of Engineering and Informatics, University of Sussex). Recent market studies foresee VR will become mainstream, reaching a $7 billion market from 2018 and $62 billion by 2025. However, users are still forced to carry a head-mounted display, becoming unaware of people around them (e.g. colleagues), and encumbering use of other technologies or instruments. As a result, VR in its current format will…

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  • Facebook pop-up stores offer taste of VR

    [According to a recent Parks Associates marketing study, “more than 60% of U.S. broadband households claim to know little or nothing about virtual reality,” but “50% of consumers who try a VR headset enjoy it and make plans to purchase one, while 15% who try one enjoy the experience and then buy a headset.” So the Facebook pop-up ‘stores’ described in the story below from USA Today make sense. The original story includes a 0:27 minute video and more pictures, and coverage in The Denver Post has a list of the cities that are hosting the demos. –Matthew] [Image: Facebook’s…

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